The key weakness of the system is that the optimal behavior is to "grind" (repeating actions over and over again). It feels unnatural and contrived: instead of going through an adventure and "leveling up" along the way like intended, players hole up in a corner and grind actions until they are maxed out.
In my humble opinion, it is not nice to punish players for a behavior ("grind") that the system/mechanic encourages.
I think the responsibility is on you to fully explain your concept/implementation.
You're over simplifying my concept by assuming you know the extent of the anti macro code. I explained it in simple terms and left out as much fluff as possible cuz not everybody wants to hear the technical side of things. There are plenty of checks and balances/measures put in place to make sure it doesn't punish proper players.
To come up with an algorithm that can effectively "anti-macro" while avoiding proper players might not be as easy as you think it is. Perhaps you can post a sketch (or pseudo-code version) of your algorithm somewhere and link us to it.